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Hello everyone and welcome to another Stellaris development diary. Today, we're going to start talking about the Planetary Rework coming in the 2.2 'Le Guin' update - the complete redesign of the planetary management system and replacement of planetary tiles. This is going to be a really big topic, so we're spreading it out across four dev diaries, with today's dev diary being about Deposits, Buildings and Districts. Please bear in mind that everything shown is in an early stage of development, and there will be rough-looking interfaces, placeholder art, non final numbers and all those things that people assume are final and complain about anyway no matter how many of these disclaimers I write. :p

Planetary Rework
Before I start going into details on the actual rework, I just wanted to briefly talk about the reasons and goals that are behind this massive rework, and why we're removing tiles and building a new system instead of iterating on the existing systems. For me, getting away from the constraints of tiles has been my single most desired long-term goal for the game. It's not that I think the tile system is inherently a bad system - it works well to visualize your pops and buildings and for the early game it works well enough in giving the player some interesting economic management decisions. However, the tile system is also very constrictive, in a way I feel is detrimental to the very core concepts of Stellaris. The hard limitation of one pop and one building per tile, as well as the hard limitation of 25 tiles/pops/buildings to a planet, it severely limits the kind of societies and planets that we can present in the game.

Do we want to make city-planets, with enormous numbers of pops concentrated onto a single world? Not possible. Do we want to have a fully automated post-scarcity empire where robots do all the actual work? Can't be done without losing out on valuable building space. Sure, we could fundamentally alter the tile system in a such a way to allow these, by for example making it so each tile could support several sub-tiles with additional pops and buildings, but by doing this we will inevitably lose the easy visual presentation that makes the system attractive to begin with, and even then we would continue to be held back by the limit of one pop per building. In other words, we'd end up with something that superficially might resemble the old tile system but offers none of its main advantages and continues to be held back by most of its drawbacks.

When designing the new planetary management system we set out a number of design goals:
- The new system should be able to simulate a wide variety of different societies, to build on the roleplaying and diversity in play-throughs that is such a fundamental part of the Stellaris experience
- The new system needed to offer more interesting choices about how to develop your planets, while simultaneously reducing the amount of uninteresting micromanagement such as mass-upgrading buildings
- The new system should make your planets feel like places where Pops actually live their lives, as opposed to just being resource gathering hubs
- The new system had to be extremely moddable, to make it easier both for us and modders to create new types of empires and playstyles

We believe that this new system that we have created will not only vastly improve many of the features in the game that we couldn't get working properly with the tile system, but together with the resource rework discussed in the last dev diary will also make it possible for us to create truly weird and alien societies that play entirely differently from anything the game currently has to offer, or would ever have to offer if we had remained constrained by the tile system.

Deposits
Under the old tile system, deposits were simply clumps of resources placed on a tile, which would be gathered by a pop and determined what kind of buildings were most efficient to place there. Under the new system, deposits are more akin to planetary terrain and features. Every habitable planet will have a (semi-randomized) number of deposits, with larger planets usually having more deposits. Deposits represent areas on the planet that can be economically exploited, and most commonly increase the number of a particular District (more on this below) that can be build on the planet. For example, a Fertile Lands deposit represents various regions of fertile farmland, and increases the number of Agriculture Districts that can be built on the planet, and thus its potential Food output.
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(Note: All deposit pictures shown here are placeholders, there will be new art for them that isn't done yet)

Not all Deposits affect Districts however - some (such as Crystalline Caverns or Betharian Fields) are rare deposits that allow for the construction of special Buildings (more on this below) on the planet, while others yet may simply provide a passive benefit to the planet, such as a spectacularly beautiful wilderness area that increases happiness for Pops living on the planet. Deposits can have Deposit Blockers that work in a similar way to the Tile Blockers of old, cancelling out the benefits of the Deposit until the Blocker is removed through the expenditure of time and resources. A planet can have multiples of the same Deposit, and there is no hard limit to the number of Deposits that a planet can hold (though there is a cap to how many will be generated under normal circumstances). The types of Deposits that can show up on a planet is affected by the planet class, so where an Ocean World might get its Agriculture from Kelp Forests, an Arctic World would have Fungal Caverns instead.
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(Note: All deposit pictures shown here are placeholders, there will be new art for them that isn't done yet)

Districts
Districts are at at the core of how planets are developed in the Le Guin update. Districts represent large areas of development on the planet dedicated towards housing or resource gathering. For most empires, there are four basic types of Districts: City Districts, Mining Districts, Generator Districts and Agriculture Districts. There are exceptions to this (such as Hive Minds having Hive Districts) but more on this in a later DD. The total number of districts you can build on a planet is equal to its size, so a size 16 planet can support 16 districts in any combination of the types available to you. Additionally, the resource-producing districts (Mining, Generator and Agriculture) are further constrained by the Deposits on the planet, so a planet might only be able to support a maximum of 8 Mining Districts due to there simply not being any further opportunities for mining on the planet. City Districts are never limited by the deposits on the planet, so you can choose to forego a planet's natural resources and blanket it entirely in urban development if you so choose.

The effects of each District is as follows:
  • City District: Provides a large amount of Housing for Pops, Infrastructure for Buildings and Clerk Jobs that produce Trade Value and Luxury Goods
  • Mining District: Provides a small amount of Housing/Infrastructure and Mining Jobs that produce Minerals
  • Agriculture District: Provides a small amount of Housing/Infrastructure and Farming Jobs that produce Food
  • Generator District: Provides a small amount of Housing/Infrastructure and Technician Jobs that produce Energy Credits
There will be more details on most of the concepts mentioned above coming in the other dev diaries. For now, suffice to say that the way you develop your planets with Districts will shape that planet's role in your empire - a heavily urbanized planet will be densely populated, supporting numerous Buildings and specialist Pop Jobs such as Researchers and providing Trade Value for your empire's trade routes (more on this in a future DD), but at the expense of not being able to produce much of the raw resources that are needed to fuel your empire's growth and manufacturing capacity.

A planet's Deposits and Planetary Modifiers may influence this decision - a large planet with High Quality Minerals and numerous Mining Deposits will certainly make for a lucrative mining world, but what if it also sits in a perfect spot to make a heavily urbanized trade hub? No longer are choices regarding planets simply limited to 'Where do I place the capital for the best adjacency bonuses?' and 'Should I follow the tile resource or not?' but will be fundamental choices that create diverse and distinct planets that each have their own role to fill in your empire.
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Buildings
In the Le Guin update, Buildings are specialized Facilities that provide a variety of Jobs and Resources that are not suitable to large-scale resource gathering. For example, instead of having your scientists working in a Physics Lab on a Physics Deposit (whatever that is supposed to be...) you now instead construct a Research Labs building (representing not a single laboratory but rather an allocation of resources towards the sciences across the planet) which provides a number of Pop Researcher Jobs that conduct research for your empire. Buildings are limited by the planet's Infrastructure, with one building 'slot' being unlocked for each 10 Infrastructure on the planet. Some Buildings are also limited in the number you can build on a planet, while others can be built in multiples (for example, a planet can only support a single Autotchton Monument, while you can have as many Alloy Foundries as the slots allow). Buildings can still be upgraded to more advanced versions, but generally there will be far fewer upgrades to do and those upgrades will often require an investment of rare and expensive resources, so it's more of an active choice than something you simply have to click your way through after unlocking a tech.
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Infrastructure comes primarily from constructing Districts, with City Districts giving much more Infrastructure than resource gathering districts do (6 as opposed to 2 in the current internal build, though non final numbers and all that). In addition to unlocking additional Building slots, a higher Infrastructure level also makes some Buildings more efficient, as the number of jobs they provide is fully or partially determined by the planet's Infrastructure level. For example, in the current internal build, Research Labs and Alloy Foundries both have the number of jobs they provide determined by the infrastructure level, meaning that concentrating your research and manufacturing to your heavily urbanized planets is generally more efficient than trying to turn your agri-worlds into science hubs. In addition to Buildings that provide resource-producing Jobs, there is also a wide variety of buildings that provide for the material and social needs of your Pops, such as Luxury Housing for your upper class Pops, Entertainment Buildings to make your populace happy and Law Enforcement to quell unrest and crime. Densely populated planets tend to require more such buildings, as the need for Housing and Amenities scales upwards with Pops and Infrastructure.
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Whew, that was a lot of words. Still, we're only just getting started on the Planetary Rework and next week we'll continue talking about it, on the topic of Stratas, Pop Jobs, Housing and Migration.
 
Have you considered having a fifth category, for fallow/nature preserve districts?

Basically intentionally leave a part of the planet undeveloped, where it would provide minimal infrastructure but be an alternative for unity generation, say. Or just having a high-quality world for your nobility.
 
We already got that in sector overview. You just have to expand the sectors.



It is not really something you need constantly unless they make it being altered constantly. Most of these current modifiers are permanent. You calculate when develop planet, but not before or after.
The thing about Sector Overview is that it only lists really small and numerous amount of figures of those planets. It is not very intuitive to "understand" in a glimpse.

As for the planetary modifiers, I was thinking about how it looks like in "Expansion Manager" so you may just sometimes want to know which planets that you have obtained have what properties in a list instead of going through one by one. This would be particularly useful for conquests.
 
Wonder how planetary combat will look with this new system. It will be devastating pops and...districts? Buildings? Habitability?
 
Oh yeah, I believe a design corner stream about this was mentioned at some point; is that still happening?
 
Buildings can still be upgraded to more advanced versions, ...
Oh no
... but generally there will be far fewer upgrades to do and those upgrades will often require an investment of rare and expensive resources, so it's more of an active choice than something you simply have to click your way through after unlocking a tech.
Alright, I guess I'll have to trust you on this, Wiz.

Yes. We haven't taken any decision to do so in the vanilla version (it's something I'm thinking about), but at the very least it'll def be possible through mods.
Wouldn't that mean planet crackers only need one shot to destroy the whole ring world? I assume in the current version you have to destroy all 4 parts of the ring world. (I haven't tried it myself so I'm not sure.)
 
This sounds fantastic, I'm really enjoying the emphasis on being able to create unique alien societies! And, y'know, on planets ideally becoming more interesting than 'mining world 1, energy world 2, research world 3.'
 
Salve Wiz.

I am more worried about usability. We actually lack a good interface for overviewing our whole empire now and we are going to need it even more with the new economic systems. Here're a few things I would like to just say:
  1. We need an interface to list out all our planets in the style of EU4 Ledger, and have something like an automated remark on what "kind" of world this planet is - Industrial, Urbanised, etc, to get a quick navigation.
  2. We may also need a Production Panel in the style of EU4 that we can order to recruit armies directly from the planets. And perhaps even building various things.
  3. We may also need something like a ledger to show all the known "local modifiers" of our planets, ships, systems, asteroids, stations etc.
  4. For the name of "buildings", you may try "Edifices". When in doubt, go Roman and use Latin-styled English words.
  5. For the name of "deposits", you may try "environome", a Greek English word meaning "a mass / collection of environments", or something like "territorium", just the Latin word for "territory".

Good ideas. One thing I'd add to that is a "flag planet" button, in which you can click a box and put a colored flag on it--red, green, or blue, or white--so you can find that particular planet more rapidly if you have several scores of planets in a sprawling empire.
 
The thing about Sector Overview is that it only lists really small and numerous amount of figures of those planets. It is not very intuitive to "understand" in a glimpse.

As for the planetary modifiers, I was thinking about how it looks like in "Expansion Manager" so you may just sometimes want to know which planets that you have obtained have what properties in a list instead of going through one by one. This would be particularly useful for conquests.

It gives you a list of the planets, and what resource they give. To me that's enough to see which planet is specialized, and for what.

That might come handy when you need to refit planets. In current system that is EXTREMELY rare. We will see how it comes in the new system.
 
Good ideas. One thing I'd add to that is a "flag planet" button, in which you can click a box and put a colored flag on it--red, green, or blue, or white--so you can find that particular planet more rapidly if you have several scores of planets in a sprawling empire.

I use planet names for that. Rename newly conquered planets to match the system name. However we could really use a search button on the galaxy view.
 
This sounds fantastic, I'm really enjoying the emphasis on being able to create unique alien societies! And, y'know, on planets ideally becoming more interesting than 'mining world 1, energy world 2, research world 3.'

Well the latter won't change much. It seems to me, that planets still gona be specialized. Available districts tells which planet is great for what, and big planets will be better for cities. Still it is very likely, that most planets will be specialized to one of the 4 category. However with less resource to sacrifice, and new categories inside cities. Also city is pretty much always available category, but best used on big planets.
 
How will different race trait bonuses like more agri output or mining be integrated in this system with which planet get migrate to and which job they get there? For example having your agri bonus pops migrate to a heavy industry planet would be dumb if there is an agri world they could go to... and how would the bonus be applied when they're on the planet?
And what about slave pops?
 
Yes. We haven't taken any decision to do so in the vanilla version (it's something I'm thinking about), but at the very least it'll def be possible through mods.

Can I suggest instead that all four Ringworld sections are kept separate but with 100 size each? They are honestly just a mineral sink right now, you only build them for power trips and even then it doesn't feel too cool (lol 4 size 25 planets), even Gaia terraforming is stronger.

Instead, paying a bajillion minerals and years to build the skeleton and then each sections for YUGE pop/infrastructure would make it feel like a proper advanced civilization. Imagine the Materialist FE with their hundred/thousand pops!
 
How "raw output" fare against "infrastructure"(buildings)? I mean, if i have a mid-sized planet with a lot of Deposits that increase the amount of Mining Districts, should invest everything into Mining Districts or i should build some City Districts anyway, since a building may provide more bonuses to raw production than just a couple more Mining Districts?
 
i think with those changes, core worlds in the later stages of the game will really feel like overcrowded city worlds full of billions of people while at the same time you have much more sparsely populated mining and farming backwater planets on the fringes of the empire providing the bulk of the raw materials that get processed by the highly developed core worlds.

plus the new market/trade system that was hinted at may also be an opportunity to have a more plausible "space pirate" system where the lowlifes don't pop up "just so" but rather as a function of the trade system (piracy doesn't make much sense if there are no traders to rob, after all)

looking forward to this :)